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megagoth1702

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Everything posted by megagoth1702

  1. Hello guys, inspired by the great MarkXIII and with a new audio engine around the corner here we go with ~ ArmA 3 Sound Modding 101 ~ What? A place to ask questions (no matter how stupid you think they are) related to the creation and implementation of audio into Arma 3. Be precise, if you have RPT problems, post the RPTs into code boxes so they don't take away half of the site space. Creation -> audio engeneering, sound waves. Implementation -> configs & tools, programming. Valid questions: I have a sound X, how do I put it into the game? how does the whole wav <-> wss/ogg system work? I want the pitch of my engine sound to change, how do I do that? my audio sounds like Y but I want it to sound like X, how do I do that? Not valid questions: when will bohemia release X? is mod X compatible with mod Y? sound-system related questions (my headphones don't work in 5.1 mode) Why? There is no central ArmA 3 sound modding thread. We are all spread around Skype, Discord and PMs, this should serve a central meeting point. Game audio is very closely connected to technical stuff so this should be good for people who can create audio but have problems with implementing it into the game. Good for newcomers: open PBOs and edit current sounds add their own sounds to the game create certain sounds for the game create their own workflow Who? Anyone who wants to help out should help. We already have experienced Arma-Audio advanced users here such as Audiocustoms, TheMaster303, Myself, Laxeman and LordJarhead (probably more that I forget, please PM me their names) all being active community members and having their own areas of expertiese who can surely help. Content I will start producing educational content. Also YOU guys are the content. Ask away. Text Bohemia Wiki - Sound Page, learn about audio configuration Custom script to make the AI fire in full auto, full weapon speed at player position View sound controllers (For the first time in ArmA!) Videos What tools do I need to access BI content in order to learn from it? P: drive & how do I package my audio into a mod that works? Advanced tool usage to speed up workflow Current to-do list for me: What tools do I need to access BI content in order to learn from it? P: drive & how do I package my audio into a mod that works? Basic sound replacement (will probably wait with this until the new engine is out). Advanced tool usage to speed up workflow. Understanding config files & tree structure More detailed explanation of parameters in configuration. Additional Some info about the current state of the "interior" controller used for weapon tails.
  2. megagoth1702

    Warlords

    What can we do against players who are in the game since the beginning and are shooting down AI jets that are trying to land? Just quit a round where one player kept stupid dominance over air and all vehicles simply because he was camping our airfield and the jets dont spawn on the airfield. Either I don't know the counter-mechanism or the jets need to be allowDamage false; until the player enters them. But then again the campers will just camp the spawn and shoot down the planes before they can take off. What about a battlefield-type spawn, where you spawn IN the airplane as it's arriving? Could be an extra option on the request GUI.
  3. megagoth1702

    Warlords

    Hm, really enjoying the mode, its awesome! Tweaking is obviously needed. official BI server: I got people to vote me admin, so I can set up parameters (revive!!), but for some reason difficulty was set to "forced". Which was 1st person but with recruit visual aid. No way to change that. So dunno whats going on there. Great game mode! Also - in SP zone voting does not work, I set up a mission but the voting bar would not move at all. Is this known or does it need a ticket?
  4. megagoth1702

    Warlords

    Great mission! Really, really cool! :) I would love to see a "vehicle lock" function. After spawning it, I need to be able to unlock my vehicle from my action menu (without being close to the vehicle) before getting in/ordering AI to get in. Simply for "other players fuck it up for me" purposes.
  5. megagoth1702

    Audio Tweaking (dev branch)

    I'll try to get the macros available to the public. The configs look like a mess and it's confusing as Fk without knowing the macro. Though honestly, I had a look at the macro a few months ago and didn't understand crap either. I'll try to get them, document & release them.
  6. megagoth1702

    ~ ArmA 3 Sound Modding 101 ~

    What the... ? I am totally confused. Please share the addon.
  7. megagoth1702

    ~ ArmA 3 Sound Modding 101 ~

    Show us your config. Is your file a 44.1/16bit file? The numbers are sample numbers. That's 100% correct.
  8. megagoth1702

    Tac-Ops Mission Pack DLC Feedback

    Just googled for "arma 3 tac ops feedback" and came here. Amazing DLC package, really shows off arma's unique skills and motivates to make own missions. :) Well done BI, amazing.
  9. megagoth1702

    Community Wiki Upgrade

    Thanks for the update! Looking lean now! :) FR: +1 for any kind of WYSIWYG editor... :-/
  10. No, I want positive numbers to mean RIGHT and UP.
  11. Wrote a wiki page on this. Thanks Laxe for the -90 means UP tip. Seems like a bug honestly. https://community.bistudio.com/wiki/Arma_3_Sound:_SoundShapes
  12. megagoth1702

    ~ ArmA 3 Sound Modding 101 ~

    Can not 100% confirm, but it's being talked about and seen as very important. If it will be possible for A3 will depend on free programmer ressources, which as we know, are very scarce. We all will have to wait and see.
  13. megagoth1702

    ~ ArmA 3 Sound Modding 101 ~

    Time for a little update. 1. SoundShaders & SoundSets for vehicles We can now use soundShaders & soundSets for vehicles. This is awesome, mostly because every soundSet can have it's own attenuation & filter settings. First you configure soundShaders, frequency & volume parameters are capable of handling simple expressions and soundControllers. Then you configure soundSets, important note here: realtime simple expression updates only work for soundShaders, if the soundShader is the ONLY ONE in the soundSet. This is an engine limitation we have to live with. Having more than one soundShader in soundSet will break it. Keep in mind that one soundSet = one voice and there is a limited number of voices that can be played at the same time. So if you have too many soundSets for your vehicle, you run into the chance of audio missing/skipping when too many assets are in the scene. 2. Interior/Exterior vehicle sound soundSets It was possible to do this for vehicle sounds (engines etc. not weapons) by using camPos soundcontroller as a check whether cam is inside or outside. Now, to save performance, we have different soundSets for int/ext. Depending on camera position, only one set of soundSets is evaluated. SoundShaders & sets are configured as usual, but in the vehicle sound configuration we do something a bit differently. Check this image for an example. 3. playTrigger A new parameter for soundSets. Once value goes over 0, soundSet will be triggered. Example: playTrigger = thrust - 0.1. As soon as the player presses any movement button, thrust is applied. Because the expression starts at -0.1, it will go over 0 as soon as the button is pressed. This allows for quick accelleration sounds, "fake" high RPM Engine Bursts at the beginning of movement. Check the KUMA MBT on devBranch for an example. 4. machCone New soundController for jets. Will be 1 if camera is within machCone of a jet. Will be 0 if camera is OUTSIDE of machCone. Use this on all soundShaders of jets so that sound is silent when listener is in front of the machCone. Supersonic jets are silent from the front, because of this soundController. 5. cfgSoundShapes Check wiki, we can now properly assign directionality to soundSets, which is very good for vehicles.
  14. megagoth1702

    Audio Tweaking (dev branch)

    Oh, it's simple. I get to ask specific people specific questions and explain them to you guys here in this forum. Going to be more of it incoming soon, since I now will have more time for this. :) Will forward this.
  15. megagoth1702

    Audio Tweaking (dev branch)

    Planned. :)
  16. I was surprised by this! Wow. Well done! The only thing bothering me is the writing, in a few cases it's too clichee and heavy-headed. Writers will know what I mean, when something does not feel "natural". But again, only sometimes. I know it's very hard to make tough topics work in a video game, you need the perfect setting, the perfect script and perfect voice actors so it does not become cheesy. Other than that - RESPECT!!! Story & Script - very good! Voice actors - very good! Storytelling & pacing - very good! Missions - challenging and entertaining! The technical side of things - man, the "short" memories, I am surprised this even works in the A3 engine without serious performance issues while playing, respect! I was really impressed and pulled in by the story telling. The way you begin to play the game as "someone" and how you have to figure out things yourself, very well done. I would like a tiny bit more guidance in the mission where you have to block the road with cars though. But then again, I figured it out by myself (as did all of us) and it was nice in the end. Really, really great work. Besides the first point I have nothing to complain about in this DLC. It's a quality step up for sure! I'd pay extra for a longer campaign with this kind of quality story telling and level of variety. Thank you guys!
  17. MOD CURRENTLY OUTDATED AND ON ICE since I am now working for BI and on sounds for Iron Front 3. This mod most likely will not work at all so don't download it. :) Sup folks. I am about to get back into sound modding. I disagree with most of the people just making sound LOUD LOUD LOUD and that's it. that now also seems to be popular to people in games. I believe in dynamic range. In an ideal world I will re-cofigure all relevant sounds in game so that footsteps, vehicles and weapons are balanced in a way that makes sense from a gameplay perspective. There is no way to keep it realistic, because we cannot use the real life dynamic range of over 150dB. I would like to go kind of like this: frop bottom to top: environment footsteps ground vehicles guns & usual weapons (rifles, pistols, mortars), air vehicles cannons/small explosions big explosions/and really huge shit To experience my vision you should have your volume set high enough so that "guns & usual explosions" are really loud. Not ear-breaking, but decently loud. Not everything will be heard at the same time, footsteps and environment will drawn out when loud stuff is around. I will keep samples so that they ALWAYS have a nice punch to them, especially the guns are lacking in that department in many mods out there. PROBLEMS: No 3rd person/1rst person differentiation. Also - distance. I would be happy with a simple "close" and "far" setting. If anyone knows a smart way that is easy on performance, tell me. An in-engine way would be perfect. So far touched: -MX -Katiba -Zafir -Mk20 -Mk200 -TRG -Sonic Cracks -Impacts (Body) -50cals -RPG42 -Grenades -Supressors (WIP big time, still not too happy with them) Videos: Okay guys, it is time. RELEASING FIRST ALPHA VERSION of VolumeLevels Patch for MegaSound (ONLY WORKS WITH MegaSound MOD! Do NOT try to use with vanilla & other sound mods) - a completely re-balanced audio experience! But not compatible with A3 since Marksman DLC release. Currently rebalanced volume levels for: -Environmental sounds -Character movements & actions -Small Arms weapons & grenades -M2A1 slammer engines & weapons (the explosions produced by the 120mm cannon are still vanilla & too loud) Goal: Create a cleaner sound mix, reduce volume of most of the stuff so that guns and other agressive stuff stands out like a well mixed song where you can clearly hear the kick and snare drum. Currently you can only test out small firefights and The M2A1 Slammer and nothing is final. PROBLEMS: If you only use "volumeLevels" in vanilla arma3, start a game and turn up your volume to hear environment & charater sounds nicely you WILL GO DEAF when everything around you starts happening. All the other sounds have their volume on the old, loud values and are not balanced. So this only works nicely with MegaSound mod. Kind of, it's still an Alpha. :) If you care about audio at all, WATCH THIS VIDEO, even if it's 11min long! It will CLEARLY SHOW you that the vanilla game is mixed too loud and that setting proper volume levels for content make sense. This would not have been possible without Defunkt! An amazing programmer who helped me effectively work with the configs and who saved me hours of time. I would like some feedback.
  18. Congratz Homie, absolute premium work, put a 1702 on there. ;) :D :D
  19. megagoth1702

    Feedback Thread

    I'm actually surprised how well this concept works. It's fun, quick, nice, works well. Good job so far! I see myself preferring big caliber weapons because they kill quicker. Don't see a reason to use rifleman for example. Clearly communicating what the airdrops do for each game mode would be nice. (Capture airdrop for an additonal respawn! as an INGAME hint for example. Hint system could be made optional in the game settings.) Map in spectator would be nice. Seeing other players as markers on the map would be nice. (Also in spectator.) One major thing is - "netcode". Death-trades happen too often, the damage dealing does not feel "responsive" at all. There also needs to be a GUI for kicking/banning players. I have encountered a guy today who was able to teleport himself and other players and ruin the game.
  20. megagoth1702

    Audio Tweaking (dev branch)

    Talked to the audio guys - it's the limit of max played voices. Since arma3 tanoa's soundscape is now very rich (each bush, tree, house etc. is producing sound) each sounds produces a voice. And since the voice limit of 128 (divided into smaller "groups" for weapons, vehicles, EnvSFX etc.) is pretty low and there is not yet a good "prioritize" function in place, this is what we have right now. This is why we come near a "new" sound source, an "old" one dies. This is a known issue and it's being worked on. No ETA, but maybe in one of the upcoming DLCs. Only time will tell. That's all we know right now.
  21. megagoth1702

    Audio Tweaking (dev branch)

    That would help isolating which of the many sound sources playing at the same time is at fault there. :) Hmm, is it this bug?
  22. megagoth1702

    Audio Tweaking (dev branch)

    You mean the noise at 0:34-0:35? I am not sure what to listen for.
  23. megagoth1702

    ~ ArmA 3 Sound Modding 101 ~

    Welcome. I am very busy but I'll start off and hopefully others will help. 1. Learn about configs and inheritance. Ask around on the forum or arma3 discord for that. This is important knowledge and not super easy to come by, but if you try hard enough you'll get it. Try to get someone who understand configs to explain it to you. :) Basically, no matter how many PBOs the game loads, inside these PBOs are configs. And they define certain things, like weapon X will use soundSet Y. Whatever ist the LAST addon in your load-order will be used by the game. So let's say your mod-load-order is: @SuperSound;@UberAudio SuperSound.pbo says: weapon X uses SoundSet Y which uses SoundShaders ABC with Sound1.wss, Sound2.wss, Sound3.wss and UberAudio.pbo says: weapon X uses SoundSet Z which uses different SoundShaders DEF with Sound4.wss, Sound5.wss, Sound6.wss SoundSet Z will be used, because it's last in the load order. This is how the game knows what to use. Have you looked at this? 2. Yes, you can use a modded config but I'd say it's more important to understand how configs work in general.
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